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Make multiple characters and play whatever you want.
This one right here. Class balance certainly has an impact, but it isn't crucial in the same way that you want a standard fighter/rogue/caster/healer breakdown in a home game.
A table goes much better when all the players really dig their concept than when some of them are just playing some crap for the sake of balance. Especially in four hour slots with variable attendance, because you usually can't get good class balance no matter how hard you try.
So play whatever you like.
(Side note: I'm sure many people would now like to tell me how that's not important for a home game either. Don't. It's not really relevant.)
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Beyond your base class, you'll want to build a general purpose kit:
*Cleric in a box- curative wands, scrolls of lesser restoration, etc.
*An escape route, if your party fares poorly. Potions of gaseous form and invisibility are nice.
*Something for swarms; ie alchemist fire
*Probably a social skill; diplomacy is good, even if only at "aid" levels. A lot of fighters scrape by with intimidate.
*An ability to fight in melee and ranged, even if not a dedicated fighter. Even enough to threaten a flank is handy.
*Other then that, be good at whatever it is your class does: fighting, casting, buffing, etc. I would avoid super-specialization (be able to do at least TWO things well :) )